- overhauled the AI engine
- fixed the few UI glitches that had been identified
- added some additional AAR reporting
- revised the force estabs to correct some factual and systemic data anomolies
- reviewed the scenarios for play balance.
- added support for subDirectories within the Scenarios directory -so you can now organise your own scenarios better.
- added historical reinforcement schedule type so you can design scenarios with both an historical schedule and multiple what-if standard schedules
- added "deployed" arrival type so you have reinforcements arrive already deployed, dug in or entrenched. This allows the scenario designer to crreate multiple reinforcement schedules with different locations for dug in forces.
- excessive fatigue and cohesion,
- formation lockups,
- stop-start movement by large forces in road column,
- retreating and routing towards the enemy,
- excessive facing and deployment changes,
- forces not facing the way they have been ordered to,
- excessive reassessments and replanning,
- HQs leading the charge,
- support units getting in harms way,
- fire and bombardment having too little effect against dug in units,
- attacks being replanned unnecesarily,
- waypoints not being culled as units pass them,
- bridges not being blown,
- bridges not being constructed efficiently with the engineers available
- supply lines not being updated properly
- RPG and mortar ammo not being resupplied
- RPGs not firing at enemy AFVs
- Units not exiting
- Units exiting in excess of victroy requirements
Along the way there has been little of the AI code left untouched. Major changes have been made to the scheduling, force allocation, reaction, fire, movement, reassessment and planning code. If it were an arty gun, it's been rebored to fire a bigger more powerful shell. Things that you will notice will include:
- smooth sequencing of units moving in road column
- adjusting waypoints causes a replan with consequent orders delay
- HQs no longer in the assault but in the reserve for attacks
- formation frontage and depth constrained to realistic limits
- better allocation of units to attack tasks
- overall a tougher AI opponent
The full list of fixes follows.